godot-steering-ai-framework/godot/Demos/Arrive3d/Seeker.gd

65 lines
1.7 KiB
GDScript

extends KinematicBody
var target_node: Spatial
var agent : GSAIKinematicBody3DAgent = null
var target : GSAIAgentLocation = null
var accel : GSAITargetAcceleration = null
var blend : GSAIBlend = null
var face : GSAIFace = null
var arrive : GSAIArrive = null
func _init() -> void:
agent = GSAIKinematicBody3DAgent.new()
agent.body = self
target = GSAIAgentLocation.new()
accel = GSAITargetAcceleration.new()
blend = GSAIBlend.new()
blend.agent = agent
face = GSAIFace.new()
face.agent = agent
face.target = target
face.use_z = true
arrive = GSAIArrive.new()
arrive.agent = agent
arrive.target = target
func _physics_process(delta: float) -> void:
target.position = target_node.transform.origin
target.position.y = transform.origin.y
blend.calculate_steering(accel)
agent.apply_steering(accel, delta)
func setup(
align_tolerance: float,
angular_deceleration_radius: float,
angular_accel_max: float,
angular_speed_max: float,
deceleration_radius: float,
arrival_tolerance: float,
linear_acceleration_max: float,
linear_speed_max: float,
_target: Spatial
) -> void:
agent.linear_speed_max = linear_speed_max
agent.linear_acceleration_max = linear_acceleration_max
agent.linear_drag_percentage = 0.05
agent.angular_acceleration_max = angular_accel_max
agent.angular_speed_max = angular_speed_max
agent.angular_drag_percentage = 0.1
arrive.arrival_tolerance = arrival_tolerance
arrive.deceleration_radius = deceleration_radius
face.alignment_tolerance = align_tolerance
face.deceleration_radius = angular_deceleration_radius
target_node = _target
self.target.position = target_node.transform.origin
blend.add_behavior(arrive, 1)
blend.add_behavior(face, 1)